Oh look, a 'proper' Young Link. Unlike in Melee, his attacks are like... Disjointed kicks, unlike the 'bladed punch' thing he had in Melee, this is due to Toon Link taking his 'bladed punch'

Up taunt is Keaton Mask, has no animation of it's own, half due to lazy, half because I wanted to make it kinda faithful to Majora's Mask. Side taunt is Ocarina, Young Link plays the first three notes of the Song of Time. Down taunt, of course, is milk taunt.

Has fire arrows, Boomerang of PAIN. fire meteor. all that, his aerial up special is now a powerful KO, kinda like PM Toon Link.

welp this is my contribution to zelda month... not that anyone cares.

Pichu or Doc next, probably.

« Last Edit: November 22, 2016, 06:18:23 AM by Kagerou Imaizumi »

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I still talk to myself! If anyone wants to use anything I've done, feel free to! But do tell me where you use it, I want to see the finished product!

Oh look, a 'proper' Young Link. Unlike in Melee, his attacks are like... Disjointed kicks, unlike the 'bladed punch' thing he had in Melee, this is due to Toon Link taking his 'bladed punch'

Up taunt is Keaton Mask, has no animation of it's own, half due to lazy, half because I wanted to make it kinda faithful to Majora's Mask. Side taunt is Ocarina, Young Link plays the first three notes of the Song of Time. Down taunt, of course, is milk taunt.

Has fire arrows, Boomerang of PAIN. fire meteor. all that, his aerial up special is now a powerful KO, kinda like PM Toon Link.

Well uhm... As with Roy, this is what I feel Doc may have been like if he were in Brawl. Compared to Roy he was relatively easy though, aside from the entry... which isn't perfect, but it's there so hopefully it will work for now.

Unfortunately, for it to work properly, the models included are required for this moveset, however, you can use any textures made for PM Doctor Mario if you replace their textures manually.

oh.Uhm....Hello!Things have been released and updated and stuff, uh...

First up, updated things~Brawl Roy

v1.3a Small bugfix for those who do not use BrawlEx/IC codes, Roy no longer T-Stances upon a consecutive jab.

v1.3 ...Probably the final update. Throws changed up in terms of trajectories, knockback and damage. Visible scabbard during final smash and result screen stuff.

v1.2a ...Separated SFX version now has sound effects, oops.

v1.2 A few random animation updates, like Roy clenching his fist during his Up Aerial, spot dodge transitioning from shield properly, and dash animation being extended.

v1.1a Up tilt has a new early hitbox that can actually hit things in front of him. Final Smash animation jerkiness removed, aerial version's animation prettied up somewhat. Final Smash now has time manipulation.

v1.1 A number of animation cleanups (Such as proper hand movements, getting rid of jerkiness during slowdown). Proper shield animation. ...Other random stuff I may have forgotten.

v1.4 update: Some more random animation updates, backwards aerial jump for example. Forward tilt sends at a more upward trajectory. Ocarina taunt time sped up a bit, not enough to make it weird and unfitting, but enough for it to be noticeable. New Up Throw. Young Link performs a quick upward stab. Model has been updated, thanks to Moblin and Hypno!

v1.3 update: A few animation updates, such as making Forward Tilt and Up Aerial more akin to Young Link's Melee variations.

v1.2a update: All three wins updated in some way. Jumps a little higher, and air speed increased. Item throw is a little weaker. Ocarina taunt can be interrupted earlier. Entry animation updated. All grabs are faster. Dash grab slides further. Aerial hookshot is a single hit, instead of two separate hits. Dash attack can be interrupted earlier, it's trajectory sends enemies behind Young Link, like Melee Marth and Ganondorf, although it deals less damage. N-Air now acts like an inverted sex kick, similarly to Doctor Mario. The sourspot lasts longer and deals 1% less damage, but the sweetspot deals 1% more damage. F-Air now spins around faster, similarly to Link in Smash 64, although, this also means that the stronger hit is out for less time. Aerial spin attack is weaker, although it is also slightly faster. Grounded spin attack is does 2% less damage all up, however, it now has two powerful semi-spike hitboxes at the end, similarly to Link in Melee. Jab 1, down tilt, down smash, and bow 'shooting' portion are all sped up. Fire arrow has more hitstun, the fire upon hitting the ground is smaller and closer to the tip.

v1.2 update: Much much muuuuch better cosmetics, courtesy of SylveonPlaysSSB

v1.1 update: Mostly cosmetic updates, a second variation was added where he has the Majora's Mask Hookshot and Bow instead of the Melee-ey Ocarina of Time ones. Keaton Mask and Bottle models updated. Boomerang leaves a trail behind, like Melee, as well as having the whirling sounds while mid-flight. Slightly more angleable to match Melee. Fire Bow does 8-16% Forward Smash charge-up more akin to Melee variation.

v1.05 update: Super Jump Punch is no longer intangible the whole bloody animation (Oops!) Up Smash does 1% more damage. Doctor Tornado now sends at a diagonal trajectory, as it should. Megavitamins are no longer absorb-able

Done in a similar way to LXP+PM Lucina, no, there is not an actual Brawl Roy-- I'm just using the one I made. Not as big a thing as Lucina, sure, but it was still fun to make. Has three variations, one is just PM Roy with 'Brawl' Final Smash-- which is just the Sm4sh final, sure, but eh, details, the other two are the main moveset, one with the 'Brawl' final, the other with the PM final.

Yay, Dark Pit! Uh... First off, not 100% Sm4sh recreation, but I did what I could, so... Silver bow doesn't work exactly as Sm4sh variation, although this is mostly just animation difference, Electroshock, aside from being aerial only, isn't too far off how it should be, same with final smash, by aerial only, all I mean is like, if he's on the ground he'll rise up a little. Power of Flight is sadly locked into a single direction... Purple wing glow because I just happen to like it more, haha.

Included models are sorta necessary, mostly for filesize reasons, but also due to Pittoo being mirrored.